Augmented collision detection

This commit is contained in:
id101010
2016-01-27 01:28:41 +01:00
parent aa80e88e9c
commit 0e7f6a5924

View File

@@ -68,7 +68,7 @@ bool game_check_line_collision(player_t* player, point_t start, point_t end, uin
return false; return false;
} }
bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels){ bool game_check_bounding_collision(game_t* game, player_t* player, uint8_t pixels){
// Check bounding collision // Check bounding collision
switch(player->direction){ switch(player->direction){
@@ -94,7 +94,11 @@ bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels)
break; break;
} }
// Check collision with players (including self) return false;
}
bool game_check_player_collision(game_t* game, player_t* player, uint8_t pixels){
// Check for collisions with players (including self)
for(int i = 0; i < PLAYER_COUNT; i++){ for(int i = 0; i < PLAYER_COUNT; i++){
player_t* colliding = &(game->player[i]); // pointer to player whose lines we want to check (against opponent or self) player_t* colliding = &(game->player[i]); // pointer to player whose lines we want to check (against opponent or self)
@@ -116,6 +120,20 @@ bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels)
return true; return true;
} }
} }
}
// Do all collision checks!
bool game_check_collision(game_t* game, player_t* player, uint8_t pixels){
// Check for collisions with boundings
if(game_check_bounding_collision(game, player, pixels)){
return true;
}
// Check for collisions with players (including self)
if(game_check_player_collision(game, player, pixels)){
return true;
}
return false; // no collision! return false; // no collision!
} }
@@ -146,7 +164,7 @@ bool game_player_update(game_t* game, player_t* player, uint8_t pixels){
if(pixels) { if(pixels) {
// Check if a collision is about to happen // Check if a collision is about to happen
if(game_player_check_collision(game, player, pixels)){ if(game_check_collision(game, player, pixels)){
player->state=dead; player->state=dead;
stateChanged=true; stateChanged=true;
} }